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Save game import suggests it's possible to get the sky dragon to retreat instead of just killing it/letting it stay - how do you trigger this? Tried getting it to low health while leaving it's wurm alive but no luck.

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  • 2 weeks later...

wow, ya is that a bug in the save game history thing ooor can you do that?  I usually kill dragons even on good guy play throughs as they are a massive danger in my subjective opinion.  Looked on Wiki and it says you can get Dragon to leave by wounding it.. No idea how the fight has never stopped for me when the Dragon was low on Health.

Edited by Torm51

Have gun will travel.

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  • 2 years later...
Posted (edited)

Hi,

even though this thread is already two years old, I want to add a little bit, since I stumbled on it again, myself.

TL;DR: it's 100% possible, couldn't figure out the required conditions, if you don't care about achievements you can use console commands. Please see edit for information regarding POE2 save import.

I can tell you that it's definetely possible, but sadly I don't know what the exact triggers are. According to the Quest Description one part includes getting the Dragon to a certain health threshold, but that alone is not sufficient as I played around with the console and set its Health to 1, once directly and once by applying enough instant damage, but nothing triggered, even after making it invulnerable and attacking it a bit more. So either the trigger for the event is broken or there is some other condition (maybe benevolent to a certain level?) that must be met. It's also possible that the trigger just takes way too long after reaching the health threshold and you simply would have to wait forever(also tried that before fiddling with the console but didn't seem to work either).

I also believe that I actually managed to trigger the event on my very first playthrough, but that was years ago and also on normal(this time is on hard) with a way weaker party, even before the expansions, so either it was just easier to trigger the needed event or maybe some patches or the expansions really, broke the trigger. I also don't remember any other conditions that I might have met, except that time I already killed the Adra Dragon(would be a pretty weird relation, but maybe it makes the Sky Dragon more afraid of you?). Ironically at that time I actually didn't care and wanted to kill all dragons, so I killed it anyway...

That all being said, if you are like me and want to make the Dragon retreat no matter what, because you want to use the savegame in POE2 and the Pet you get for this outcome, you can use the console.

Note: just activating console commands prevents you from getting any achievement further in that playthrough, you can however load a previous savegame and continue with that if you care about the achievements. Even though it might be possible to change that with a savegame editor.

First you need to activate console commands with the Command:

iRoll20s

After that you can use:

TriggerQuestEndState 12_qst_nest_above_the_clouds 2

this will finish the quest with the Dragon fled. If you just want to skip to the next step in the quest you can probably use

TriggerQuestAddendum 12_qst_nest_above_the_clouds 3

this should move the quest to the state "Dealt with the Dragon", however I don't know what how Hylea's dialogue will look afterwards, even though it seems that the state "dealt with the dragon", refers to having fought the dragon, but that is still alive, so it should work.

The fact that the dragon is still alive also provides you with the option to actually kill him without any issues, since the quest state will not change, once the quest is finished.

Edit:

I just checked with the Eternity Keeper. For once, yes there is simply a Cheat Enabled flag that you can set to false. And the other thing is that I compared a savegame before and after killing the dragon, both after finishing the quest through commands. I found the following variables:

n_Nedyn_Quest_Stage   
n_Nest_Dragon_Combat   
n_Nest_Dragon_Dead   
n_Nest_dragon_State   
n_Nest_Dragon_Support_Dead   
n_Nest_priests_State   
n_Nest_quest_main   
n_Nest_quest_start   
n_Nest_Reputation   
n_Nest_Wurmling_State

Some of them are pretty obvious, such as n_Nest_Reputation, as killing the Dragon gives you positive reputation with Twin Elms.

Now aside from Reputation, these flags were (newly) set after killing the Dragon:
n_Nest_Dragon_Combat   
n_Nest_Dragon_Dead   
n_Nest_dragon_State  
n_Nest_Wurmling_State

Now, Dragon_Combat seems to be obviously if combat was initiated or not and Dragon_Dead, should be obvious too. Unclear are dragon_State and Wurmling_State. It could simply be wether or not the two are hostile or not, which would be the most plausible. Btw all of these are int values not booleans so, they are not limited to just two values, for example n_Nedyn_Quest_Stage  is set to 5. The reason why this is important is, that I don't know which of these values is used in the POE2 import. I guess that n_Nedyn_Quest_Stage simply determines how far the quest progressed and 5 is just "finished". Considering that the EndState is 2, the value for n_Nest_quest_main  might just reflect this EndState, if this is correct it would most likely be the value used in the POE2 import, as it is just a single value with all the information. However it could also be possible that Dragon_combat and Dragon_Dead are evaluated in conjunction and while this is rather unlikely I will in my case set the Dragon_Dead flag to 0 (and for consistency the Repuation flag as well). Of these are just speculations and if anyone wants to do the same(you could also skip the commands and just modify your savegame right before importing), do it on your own risk.

 

Side Note: the n_Nest_Dragon_Support_Dead value is in both cases 0, implying that the Blights spawned during the fight should be alive, which they are definetely not after the Dragon was killed, I'm wondering if I managed to do that with my console commands or if maybe someone flipped the interpretation of that value during development, either consciously or by accident.

Edited by StrangeMortim
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  • 2 months later...
On 7/1/2020 at 7:05 PM, StrangeMortim said:

Hi,

even though this thread is already two years old, I want to add a little bit, since I stumbled on it again, myself.

TL;DR: it's 100% possible, couldn't figure out the required conditions, if you don't care about achievements you can use console commands. Please see edit for information regarding POE2 save import.

I can tell you that it's definetely possible, but sadly I don't know what the exact triggers are. According to the Quest Description one part includes getting the Dragon to a certain health threshold, but that alone is not sufficient as I played around with the console and set its Health to 1, once directly and once by applying enough instant damage, but nothing triggered, even after making it invulnerable and attacking it a bit more. So either the trigger for the event is broken or there is some other condition (maybe benevolent to a certain level?) that must be met. It's also possible that the trigger just takes way too long after reaching the health threshold and you simply would have to wait forever(also tried that before fiddling with the console but didn't seem to work either).

I also believe that I actually managed to trigger the event on my very first playthrough, but that was years ago and also on normal(this time is on hard) with a way weaker party, even before the expansions, so either it was just easier to trigger the needed event or maybe some patches or the expansions really, broke the trigger. I also don't remember any other conditions that I might have met, except that time I already killed the Adra Dragon(would be a pretty weird relation, but maybe it makes the Sky Dragon more afraid of you?). Ironically at that time I actually didn't care and wanted to kill all dragons, so I killed it anyway...

That all being said, if you are like me and want to make the Dragon retreat no matter what, because you want to use the savegame in POE2 and the Pet you get for this outcome, you can use the console.

Note: just activating console commands prevents you from getting any achievement further in that playthrough, you can however load a previous savegame and continue with that if you care about the achievements. Even though it might be possible to change that with a savegame editor.

First you need to activate console commands with the Command:

iRoll20s

After that you can use:

TriggerQuestEndState 12_qst_nest_above_the_clouds 2

this will finish the quest with the Dragon fled. If you just want to skip to the next step in the quest you can probably use

TriggerQuestAddendum 12_qst_nest_above_the_clouds 3

this should move the quest to the state "Dealt with the Dragon", however I don't know what how Hylea's dialogue will look afterwards, even though it seems that the state "dealt with the dragon", refers to having fought the dragon, but that is still alive, so it should work.

The fact that the dragon is still alive also provides you with the option to actually kill him without any issues, since the quest state will not change, once the quest is finished.

Edit:

I just checked with the Eternity Keeper. For once, yes there is simply a Cheat Enabled flag that you can set to false. And the other thing is that I compared a savegame before and after killing the dragon, both after finishing the quest through commands. I found the following variables:

n_Nedyn_Quest_Stage   
n_Nest_Dragon_Combat   
n_Nest_Dragon_Dead   
n_Nest_dragon_State   
n_Nest_Dragon_Support_Dead   
n_Nest_priests_State   
n_Nest_quest_main   
n_Nest_quest_start   
n_Nest_Reputation   
n_Nest_Wurmling_State

Some of them are pretty obvious, such as n_Nest_Reputation, as killing the Dragon gives you positive reputation with Twin Elms.

Now aside from Reputation, these flags were (newly) set after killing the Dragon:
n_Nest_Dragon_Combat   
n_Nest_Dragon_Dead   
n_Nest_dragon_State  
n_Nest_Wurmling_State

Now, Dragon_Combat seems to be obviously if combat was initiated or not and Dragon_Dead, should be obvious too. Unclear are dragon_State and Wurmling_State. It could simply be wether or not the two are hostile or not, which would be the most plausible. Btw all of these are int values not booleans so, they are not limited to just two values, for example n_Nedyn_Quest_Stage  is set to 5. The reason why this is important is, that I don't know which of these values is used in the POE2 import. I guess that n_Nedyn_Quest_Stage simply determines how far the quest progressed and 5 is just "finished". Considering that the EndState is 2, the value for n_Nest_quest_main  might just reflect this EndState, if this is correct it would most likely be the value used in the POE2 import, as it is just a single value with all the information. However it could also be possible that Dragon_combat and Dragon_Dead are evaluated in conjunction and while this is rather unlikely I will in my case set the Dragon_Dead flag to 0 (and for consistency the Repuation flag as well). Of these are just speculations and if anyone wants to do the same(you could also skip the commands and just modify your savegame right before importing), do it on your own risk.

 

Side Note: the n_Nest_Dragon_Support_Dead value is in both cases 0, implying that the Blights spawned during the fight should be alive, which they are definetely not after the Dragon was killed, I'm wondering if I managed to do that with my console commands or if maybe someone flipped the interpretation of that value during development, either consciously or by accident.

Well...  I managed to work out the triggers to get this the retreat to play.  However, I don't think it is actually possible without console commands.  I just don't think it was scripted into happening.  I managed to, with the help of StrangeMortim's info here, to trace back the requirements for Hylea's conversation in which she mentions the Sky Dragon being mortally wounded back to the triggering conversation with the dragon by going through the conversation files of both Hylea and the Sky Dragon.

Hylea's conversation - 13_cv_hylea.conversation located in /data/conversations/13_twin_elms_elms_reach/
Sky Dragon's conversation - 12_cv_sky_dragon located in /data/conversations/12_oldsong/

Now, both of these files are not much help, to be truthful.  I merely got lucky (would it be luck, though) that I found a programmer's comment, in the Sky Dragon convo, mentioning that the health trigger is set to 25% health for the Sky Dragon.  That happened to be under conversation node 17.  Unfortunately, that trail kinda ended there.
I then went on to search Hylea's conversation and I found a number in conversation instance referencing the Sky Dragon conversation.
Unfortunately, that all led to a dead end.
But it was a start.
And that start led me to start looking into other files.
I browsed the game.globalvariables file which fleshed out all the variables for all the booleans that StrangeMortim mentioned.

game.globalvariables - game.globalvariables located in /data/design/global/

Also another stopping block, so I did some more digging for other files related to it.

The Nest Above The Clouds quest - 12_qst_nest_above_the_clouds.quest located in /data/quests/12_twin_elms_oldsong/

In this file, I found the triggers for all the addendums and end states.
At this point, I was stuck.  Couldn't find any leads, so I started browsing Hylea's conversation again, and I managed to find a breakthrough.  There are mentions of the conversations activating the end states.  So I set about searching for a conversation thread that lead to activating end state 2 (the end state of the quest that involved the Dragon fleeing).  There, I found the conversation node with Hylea that deals with letting the Sky Dragon flee.  And the only boolean that was tied to it was having the conversation that starts with Node 17 of the Sky Dragon convo and ends with Node 22... Basically, I knew which conversation I had to have and that led me down the path of a few discoveries which makes me think that, either the programming was screwed up and the Sky Dragon fleeing is currently bugged and doesn't activate, or it was removed.

I believe it was removed (if it was in to begin with in the first place).  What leads me to believe this is, that after using console commands to trigger the conversation during the fight, the Sky Dragon did not disappear...  The fight continued on.  I did get an Addendum activation though as the quest updated.  The update however was the update that is also triggered if you allow the Sky Dragon to stay at the temple.  So, I set the Dragon and the Wurmling to not hostile with console commands, it still left me in combat.  I forced an area transfer to Oldsong, which got me out of combat, headed over and talked to the priests, which confirmed that I had indeed "let the dragon flee." Signs were good, final test was the Council of Stars, so I headed over, made a save, and sure enough, the conversation, triggered as if I had let the dragon flee.  Great, time to look at the save game booleans.

n_Nest_Dragon_Combat   1
n_Nest_Dragon_Dead   0
n_Nest_dragon_State   0
n_Nest_Dragon_Support_Dead   0
n_Nest_priests_State   3
n_Nest_quest_main   3
n_Nest_quest_start   2
n_Nest_Reputation   0
n_Nest_Wurmling_State  0

This is what I ended up with.  Normally, if you try this set up without having the conversation in which the Sky Dragon pleads to be allowed to flee, the conversation with Hylea, just shuts down right after the text block revealing that Hylea to the PC.

So...  unfortunately, I don't think it's possible to trigger the mid-combat conversation.  I think they removed that trigger. Mainly, because after the conversation was triggered, the fight continued, instead of setting off a chain of event triggers that would cease combat and remove the dragon from the scene (or maybe a cutscene needs to be triggered, which leads to the conversation triggering, in which case I have no idea how to find said cutscene).  On top of that, the quest addendum update was that of letting the Dragon stay (which makes me think that it used to say something along the lines of "let the dragon live" rather than "let the dragon stay").  What I do know is that the health trigger is supposed to be 25% health.  Maybe someone will be able to trigger it and record it happening.

As for a workaround...
Head to the Dragon and initiate combat
trigger the conversation with the console command:
    StartCoversation CRE_Sky_Dragon 12_cv_sky_dragon 17
Select the options to let him flee
Transition to a different area (I used Oldsong) with:
    AreaTransition 99 1
Complete the quest by talking with Hylea
Go back and kill the drake
Save
Open up the save editor and adjust the following values to the following(I don't know if all the values will change to this, it's just a hunch)
n_Nest_Dragon_Combat   1 to 2
n_Nest_Dragon_Dead   1 to 0
n_Nest_dragon_State   0 to 2
n_Nest_Dragon_Support_Dead   0 to 1
n_Nest_priests_State   3
n_Nest_quest_main   3
n_Nest_quest_start   2
n_Nest_Reputation   1 to 0
n_Nest_Wurmling_State  1 to 0
Make sure to turn set the Cheats Enabled Flag to False
And everything should be what it's was supposed to be as if the Sky Dragon fleeing was actually possible (meaning you get to enjoy the conversations with all the parties involved, while still having it... somewhat... clean...  after all you get two extra Sky Dragon Eyes that you weren't exactly suppose to have, but you can use the console command "RemoveItem part_sky_dragon_eye" twice to alleviate that).

Anyway, if someone is willing to go digging into the Unity Bundles, someone may be able to find exactly what is supposed to be triggered at 25% health (the conversation and I'm guessing a scene in which the dragon walks off or flies away).

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